MayaWorld, a production game shipped by a team of AI agents I directed
I was the lead orchestrator. Four frontier models, each routed to what it does best, built a real-time multiplayer 3D world end-to-end: a custom browser engine, live multiplayer, an avatar economy, and a 56-quest campaign. Two weeks of nights, concept to production. The point isn't the game; it's the operating model, this is how I take anything 0→1 and get it to market in weeks, solo.
Four models, one orchestrator.
Same discipline as my platform work: decomposed scope, evidence before merge, shipped increments. Different workforce.
Built against a stakeholder who tells me the truth.
My daughter wanted a game with her ideas in it, so she ran product. She wrote the feature list, played every build, and rejected most of them: the fastest, most honest feedback loop I've ever shipped against. Requirements changed weekly, scope was cut ruthlessly, and the customer was ten and unimpressed by technical excuses. What shipped: a shared roleplay town, five co-op monster-chase games, a pet-battle RPG with hybrid breeding and evolutions, a 56-quest campaign across themed 3D biomes, plus racing, dungeon, survival and arena modes, running on a custom engine in any browser, no install.
The demo above is a sandboxed public build with sample characters, no family accounts or personal data are reachable from it. Live, in production, with one extremely engaged user.